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Re: How to disable scripts running in nil (as parent)

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EdibleScript is not online. EdibleScript
Joined: 03 Aug 2015
Total Posts: 123
07 Dec 2016 04:27 PM
HEADS UP-! I know it's possible, since Voidacity's Script Builder has achieved this!

So if a script is parented to nil (script.Parent = nil) it becomes out of sight for scripts to detect. I figured a way around this (when a script is added, it is inserted into a table) and i can re-parent them to Workspace, disable, and even destroy them, but when referencing a script in nil the script is automatically duplicated, and therefore am unable to terminate it.

Anyone figured a way around this yet?
All constructive responses greatly appreciated-!
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veryveryveryhidden is online. veryveryveryhidden
Joined: 16 Dec 2012
Total Posts: 486
07 Dec 2016 04:28 PM
Do you have a simple repro so I can see what you mean?
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EdibleScript is not online. EdibleScript
Joined: 03 Aug 2015
Total Posts: 123
07 Dec 2016 04:32 PM
^ ######## # ## game.DescendantAdded(connect(function(object) if object.ClassName == "LocalScript" or object.ClassName == "Script" then table.insert(gScripts, object) end end for z,v in pairs(gScripts) do v.Parent = workspace; end On a finishing note, if you didn't get it from my OP you most likely do not know the solution to this problem, though.
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EdibleScript is not online. EdibleScript
Joined: 03 Aug 2015
Total Posts: 123
07 Dec 2016 04:34 PM
the_table = {}

game.DescendantAdded:connect(function(x)
if x.ClassName == "LocalScript" or x.ClassName == "Script" then
table.insert(the_table, x)
end
end)

for z,v in pairs(the_table) do
v.Parent = workspace; ?or v:Destroy() ?or v.Disabled = true;
end
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EdibleScript is not online. EdibleScript
Joined: 03 Aug 2015
Total Posts: 123
07 Dec 2016 04:47 PM
b
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